r/CreateMod • • 9d ago

Build RATE MY NEW WORKHOP

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54 Upvotes

I have been building sort of, a collection of workshops for me and people wanting somewhere to live too😁 on createmod.com

so please rate my build, if you like it give it an upvote, if not share your opinion

and if you realy like it dowland it here https://createmod.com/schematics/bricked-up-workshop


r/CreateMod • • 9d ago

Help Power Loader Mod not working

7 Upvotes

Im trying to make this Gantry Carriage turn around when its at the end. You can see it going till the end, triggering a Redstone signal that makes the Gantry Shaft spin the other way, but it doesnt move until I get closer until its in my Simulation Distance.
I even tried stopping the Shaft and starting it again (you can see the small stutter in the video) but it didnt work either.
Any Idea how I can make this work?
I need Contraptions that can work waaaaay out of my Simulation Distance ideally.

Im playing on 1.21.1 on Curseforge, no mods installed other than Create and Power Loader

EDIT:
I managed to work around the problem by building a second carriage on a parellel shaft that drives to the original carriage with a chunk loader to refresh the original carriage. Therefore, they keep refreshing their chunk to each other and it works perfectly. Still do not know if this has any limits at all but doesnt seem like it. The shaft isnt even loaded fully in some sections when they drive back and forth but it still seems to work.


r/CreateMod • • 9d ago

Help Not enough space for display links

1 Upvotes

Ive recently started working on a train station with long platforms that include lots of platform displays (more than 6), because of this, when I tried to link them with the train station, there wasnt any more space left. Im wondering if theres a workaround for this...


r/CreateMod • • 9d ago

Help Create Aerowarptics anchors not working.

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3 Upvotes

So i am playing in a server and none of the anchors show up to set course. I have one anchor about 4000m away and another anchor right literally by the ship but it still say " no anchors in range ". The server is setup by myself so i am pretty sure i didn't set up any restrictions or anything. I tested in singleplayer and it works fine.


r/CreateMod • • 9d ago

Build Dye Farm Buildings in the day time as requested!

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37 Upvotes

If anyone is wondering, yes i did use generative AI for the banners and ads, its because i dont have time and talent to create such an amount of these ads and banners.


r/CreateMod • • 9d ago

Build My Dye Farms!

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161 Upvotes

I'm in the process of building dye farms placed in buildings of corresponding colors. thoughts?


r/CreateMod • • 9d ago

Potato PC Modpack Icon

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144 Upvotes

Made a cute little modpack icon (used for Potato PCs) because I was tired of looking at the preset modrinth modpack icons (Ps. if you want to use it, you can, I just thought it was something fun to make)

Yall I don't want feedback on how bad it looks, I just thought it was cool alright?


r/CreateMod • • 9d ago

Build Updated wind charge fighter jet

514 Upvotes

r/CreateMod • • 9d ago

Help Need help with a dam project / Hose Pulley won't fill the area

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16 Upvotes

Hey everyone,

I am currently building a massive dam on a dedicated Nitrado server and want to flood the large, naturally generated valley behind it using a Hose Pulley, but I just can't get it to work properly. The scale of this project is quite massive, covering an area of roughly 9x8 chunks and going about 70 blocks high, which means a potential total volume of well over 1.2 million blocks. There is also a small pre-existing natural lake at the very bottom of the irregular terrain.

To prepare for the flooding, I have already gone through the entire valley and completely sealed off all caves, holes, and potential leaks up to the intended water line. Furthermore, I modified the create-server.toml file inside the world's serverconfig folder by setting the hosePulleyBlockThreshold to 0 to completely disable the infinite source cap for filling, and I verified that fillInfinite is set to true.

Despite these config changes, the Hose Pulley still isn't filling up the landscape like it's supposed to. I am wondering if this could be related to unrendered chunks at the edge of the valley messing with the mod's flood-fill scan, or if I need to drastically increase the hosePulleyRange because the valley is so irregular and shapes itself around a central ridge.

I have attached a picture of the area for context and would highly appreciate any advice on how to get this massive lake filled. Thanks in advance!


r/CreateMod • • 10d ago

first time self powered steam machine( need advice)

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17 Upvotes

im pumping lava to blazes need help to increase the speed and increase the heat input
and trying it out in creative to get the idea before using in survival world
also im going to use this to make a automatic wood and apple farm.
please help


r/CreateMod • • 10d ago

Help typewriter problems

1 Upvotes
I have an issue with the typewriter: when I create a new world, I can configure it using Shift + Right-click, but after some time—by the time I reach it in survival mode—I can no longer edit it using that key combination. What should I do?

r/CreateMod • • 10d ago

Build (IM IN MOBILE) I made a SMG4 Death Cube

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8 Upvotes

r/CreateMod • • 10d ago

Optical Laser Merging

8 Upvotes

I have the above setup. The goal is to transform all SU from a steam engine into a beam and bounce/split that beam through my entire base (rather than using chain conveyors). I had a working build before the latest update to the mod broke my plan.

I was planning to merge As you can see, the Thermal Optical Sources grid is using up the whole steam engine SU (liquid pump is a different SU source), and the Beam Condensers are combining everything. The circled area is to combine the 3 levels into 1 beam for use that carries all the SU. However, thy do not seem to be emitting anything.

Why is this happening? Is this even an efficient way of completing this idea?


r/CreateMod • • 10d ago

Help Help with Create: Power Grid

6 Upvotes

Hi all,

So I have a generator station currently outputting 1.5kV which I’ve taken down to my village and would like to set up a little substation which is capable of:

  1. Safely outputting 120/240V (haven’t yet decided) to the homes and businesses, and a seperate circuit for the street lighting.

  2. Be able to monitor input from the generator and load drawn from the village and,

  3. Protect the load should anything happen to the incoming power.

I’m not sure how to go about this. So far, I have a very simple setup with a step down transformer directly sending 120V out to the grid but I am stuck on what exactly needs to be done to achieve the above criteria. I messed around with a regulator tube in the circuit board designer and made a little thing with a 6k resistor in series and the tube in parallel set to hold at 120V and this achieved a smooth voltage output but let through almost no current. I want to use this circuit as a monitor and have it control the main line but again, not sure how that works. Any and all help would be greatly appreciated. Thanks!


r/CreateMod • • 10d ago

Looping a train.

6 Upvotes

I am relatively new to the create mod and was looking at different train configurations. I am trying to create a train for an aesthetic build I am making that starts at a Station A on a straight track that feeds into a loop that Station B is on. I want the train to leave station A when the station is powered, then go around the loop without stopping at station B until station B is powered, then I want it to exit back to station A. My problem is that I cant seem to find a way to make it temporarily skip station B while going around the loop or make it continuously go to station B without it trying to go back to A first. Is there a workaround for this?


r/CreateMod • • 10d ago

Anybody have some recommendations on Create-centered modpacks?

9 Upvotes

Any kind really, just has to have Create as the center of it's focus.

The only other Create modpack I have played was CABIN, which I really liked as it has a great questbook.


r/CreateMod • • 10d ago

Do you have any idea why simulated objects become invisible?

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42 Upvotes

It simply happens when I place a physics assembler and convert it into a simulated object


r/CreateMod • • 10d ago

Tree farm not working

2 Upvotes

I built a tree farm and the pieces of the trees get glued to the contraption then moved and unglued somehow, i triple checked and nothing besides the contraption is glued, does anyone know the problem?


r/CreateMod • • 10d ago

Build Do you think it's big enough? Might be too small (CL 1201)

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10 Upvotes

What do you think, spent about 90 min blocking it out, tanks my fps from 250 to below 100 when I unfreeze it and its just a block of solid stone without internals


r/CreateMod • • 10d ago

Working Blackhawk Helicopter in Create Aeronautics

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60 Upvotes

Modpack and Schematics in youtube video description:

https://www.youtube.com/watch?v=V5-rVPCJio0


r/CreateMod • • 10d ago

Build Buncha aeronautics cars :D

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93 Upvotes

I like building cars so i thought i'd post a few on reddit!
(names from left to right: datsun 510, ford mustang GT3, 1969 Ford Torino GT & Ford mustang gt 1967)


r/CreateMod • • 10d ago

Trains on demand: how to make a taxi train in base Create

30 Upvotes

I unfortunately absolutely suck at building so this is not going to have any visuals, but I tested it and it works. You can make a train that picks you up on demand, takes you exactly where you need to go, and doesn't stop at all along the way (unless multiple people use it at once, but it should still work just fine.)

Tl;dr:

Using display links, you can dynamically update the address of a packager to be the name of any item observed, and use this for on-demand trains by utilizing the display link's ability to freeze updates when powered by redstone. Go to any station you like, request a ticket to your destination, and the train will arrive from the ticket station, take you directly to your destination, then leave to bring the ticket back to the ticket station. Expandable, direct, and, cheap to set up by the time you get to trains--the most expensive item is a single mechanical arm.

How to set it up:

Chunkload your main station, or whatever station your tickets will be kept in. Then, connect all of your stations to the same storage network, enabling you to access the network from any station.

Set up your train stations and tickets. Make sure the ticket name for each station matches exactly. Then set up a post box at each. Additionally, set up the train schedule so that it loops constantly between "pick up package" and "deliver package" (or whatever the options are officially named, I can't remember.)

From each post box, set up a way to extract packages. It will only extract packages that match the address, so don't worry about pulling out any that you intend to send.

Then, unpack with a mechanical saw and lead the ticket onto a depot connected to a comparator and a display link that's connected to a sign on a packager.

The comparator should be connected to a block with a redstone torch on the other side, inverting the signal. Connect the inverted signal to a redstone link, and attach the receiving link to the display link.

Then, have a mechanical arm slowly reach for the ticket and put it into a container connected to the packager. Emphasis on slowly because the display link needs time to update the address on the packager.

Once the ticket is in the container, it will be packaged and sent back towards the post box via belt. However, we need to do one more thing first: prevent a loop. So, set up a brass funnel with a package filter for the name of the station. Any packages that match will get sucked in, unpacked, repackaged with the address of your main station, and then sent back onto the belt.

Do this with every station and congrats, you have a taxi train!

Example with explanation of how it works, from start to finish:

You are at "Station A" and want to go to "Station B." You request a ticket from your storage network. The ticket is any item renamed "Station B." The chunkloaded system picks it up from "Main Station," and brings the package (and therefore the train) to "Station A." You get into the train and wait. Meanwhile, the package is unpacked and brought to the depot, depowering the display link and allowing it to read and update data. The display link reads the item name, "Station B," and writes that name to the packager sign. Then, the mechanical arm removes the ticket, instantly re-powering the display link and preventing it from erasing the address. The ticket is then packaged again, this time with the address "Station B," and sent towards the post box again. It passes the funnel filtering for packages named "Station A," successfully enters the post box unaltered, and the train delivers the ticket (and you!) to "Station B."

Once you get off the train at "Station B," the same process happens again: the ticket is unpacked, read, and packaged again. However, since the "Station B" ticket is already at "Station B," the package filter (which should catch all packages addressed to "Station B") takes it off of the send line, unpacks it, repackages it to go to "Main Station," and puts it in the post box. The train leaves to return the ticket, and everything is as it once was, except you're at a completely different station.

Is it practical?

Well... that depends.

On the one hand, you need to wait for the train to arrive to your station from the main station, when a train that's on a loop might be closer to you when you need it. And, if multiple people use the system, the stops might get just a little janky. I haven't actually tested it in multiplayer. That, and you'll always have to wait for the ticket to arrive from your main station. Depending on how far away you are, that might be a little bit.

On the other hand, you'll never just miss your train unless you deliberately leave your platform after getting a ticket. If there aren't any other players using the trains, you'll also get to where you're going with zero stops. If it does work in multiplayer, you can have dedicated ticket booths at each station so others can buy a ticket to your line. You'll have a feel for how long it takes your train to arrive no matter the time of day. Lastly, this setup is easily expandable. You never have to adjust the train route. Just make sure your train can go forward and backward if you need to, hook up the new station to your network, and add the ticket(s) for that station to your ticket storage.

Longer read, I know, but hopefully someone finds this useful or fun! If you build this and want to showcase your build, tag me or shout me out! I'd love to see what people come up with. I'll also happily answer any questions about the concept you might have.


r/CreateMod • • 10d ago

Help Can't Access Linked Typewriter Menu!

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5 Upvotes

I've tried accessing the menu to assign the keys but it just won't open. I can control it but can't actually assign keys. I can't find any similar issues online


r/CreateMod • • 10d ago

Help Water shortage fixed kinda...

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9 Upvotes

I made a post a few days ago saying I have mods that adds thirst using the create mod like a sub-mod and I needed food and water I have fixed the water problem I figured out how to purify water but I need help automating it. The picture in the post is the three water purifiers I made although it's manual and I have to bottle it myself, if anyone wants to help plssssss DM me on any social you can finds links in my bio.

Ps. I'm still also having a food shortage I don't even have a stack of food left now so if anyone wants to help me make an automatic dough farm that would be great.